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Navigate between example worlds
From Ashen Reach's main menu, Visit Emberwatch opens the RPG world. Its main menu offers Visit Ashen Reach. These are playable menu actions, separate from Begin and Return to menu. Current UE5.6 Shipping checks operate both menu routes: RTS → RPG → RTS before the RTS workflow, and RTS → RPG before the RPG workflow. Other versions and broader travel policies retain their separate gates.
The saved WBP_AshenMainMenu uses the same public widget and provider features as a developer-created screen. Its quiet OtherWorldChoice button calls Request UI Action, Action Name VisitOtherWorld. Each example provider validates that its gameplay flow has not started and that another travel request is not already pending.
The providers return an optional IFPresentationData named FrontEndOther. Its Title supplies Visit Emberwatch or Visit Ashen Reach. On activation, the editable Blueprint Read Menu Text function resolves that model with a fallback, then Set Label updates the button. Read Menu Text has execution pins in this sample: connect its execution output before using its returned text. The existing arrival-animation graph continues afterward.
Own the root lifecycle around travel
An InterfaceForge root belongs to its owning local player/controller context. Before the example provider calls Unreal's Open Level, it uses Get IFLocalPlayerSubsystem → Remove Root. This cancels its screen loads, clears presenters and releases input observation before the previous world is destroyed. The new local PlayerController's Begin Play uses Create Root → Push Screen with the new world's data source.
flowchart LR
A[OtherWorldChoice: On Button Base Clicked] --> B[Request UI Action: VisitOtherWorld]
B --> C[Provider validates frontend and travel state]
C --> D[Remove Root]
D --> E[Open Level]
E --> F[New local controller: Create Root]
F --> G[Push Screen with new provider]
Keep level selection, travel validation and loading policy in your project or provider. The UI core supplies screen/root features without imposing a game's travel architecture. Its soft-screen loading component does not replace MoviePlayer or a project's map-loading solution.
The packaged Shipping example starts in Ashen Reach. Use the actual menu to reach Emberwatch; a command-line map request was ignored by the tested Shipping application. Shipping verification records24primary/reload cases and36menu travel trails across UE5.6.1/5.7.4/5.8.3, including both directions, on its pre-localization-refresh revision. The fixture is explicitly opt-in; normal play does not spawn it.
The main menu uses a bounded action Scroll Box with Scroll When Focus Changes = Instant Scroll and Navigation Destination = Center. Enlarged presentation may scroll the four actions; navigation must reveal the focused action without reducing text size. World-choice menu regression evidence verifies actual Settings → Visit → Quit → Visit → Settings navigation and fully visible focused Quit in both genres/sizes on UE5.6.1 source. Refreshed labels have separate source/Development localization proof. Physical controller and fresh final candidate/package acceptance remain separate gates.